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Posts
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Joined
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I can see someone like Simo Hayha being like some kind of super sniper who makes bad guys quake in fear. He already was in WWII.
As far as tech versus natural skills, there is a definite line between the two for me. For Billy the Kid, anybody can pick up a gun and shoot it, Billy had skill to kill as many people with them as he did.
Likewise, is someone a tech origin because they use a can opener to fight evil? They probably use their skill to clear out a warehouse of people with just that(unless its some kind of super can opener than shoots lasers then its probably tech...) -
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So I dropped my VIP status because I felt I wasn't playing the game enough to warrant it. I still pop back in to run my chars through a mission and since I can't access enhancements due to lack of invention licence, I usually stop there.
What I don't get is since I don't have to licence, everytime I try to play my characters they feel gimped like the enhancements arn't working. I notice the procs still work though. MY question is, if you go VIP to premium with enhancments still in your char do they quite working? -
/signed to pretty much all these ideas. I've always liked temp powers for RP and in the very rare situations when they were useful to me in combat.
Now I'm just guessing on this but I'm betting the limitations of the code will require that for every different version of Gabriel's Hammer (the different types of hammers), there has the be a recipe for that version otherwise when you pull out the hammer, it will probably be a random version as theres nothing to specify to the game what version of the hammer you have. -
I had a really thin black cloak I used for an old costume (it was The Merchant from Resident Evil 4). I just cut a square out of the cloak since I never used it anymore.
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So I thought I'd share my Halloween costume with everyone. I gotta admit, it didn't turn out as good as I hoped (the clothes were black instead of navy blue, I couldn't get dual pistols similar to what gunslingers use.) but all in all, it was worth it
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I made the costume with various stuff I bought off of Amazon. The cowboy hat I picked up for $13 at a halloween store.
Oh and some music to go with your costume viewing.
http://www.youtube.com/watch?v=niztGWtnlXM
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Uploaded with ImageShack.us
Uploaded with ImageShack.us
EDIT: Fixed images not showing! -
If I were Malta I would probably be making my own guns and devices. Brand names on the guns make them traceable and using modern firearms could also leave a trail to the company that made it. Not to mention Malta specializes in killing superheros so I'm willing to bet too that the weapons they use are built for that purpose. Something most public gun companies wouldn't sell.
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So most people who have crafted probably not actually payed attention to whats being made, how its being made, and what the end result is aside from some stat increases on your enhancements. So I propose a game.
I'm going to give you some salvage, a power, and a stat of the power to enhance. You need to explain how you can increase the stat of the power with the provided materials
RULES:- Assume the influence/infamy is solely used to pay usage of the crafting table (Like renting a RV or boat).
- Watch the wand. Don't post super magical solutions to all the problems, you have to use all the parts not just "It increased the damage cuz the Symbol does (ignores 6 other pieces of salvage)" This goes double for super techy solutions.
- Be as ludicrous as possible
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- MY challenges arn't the only ones here, post your own!
POWER: Granite Armor
INCREASE: Its resistance
SALVAGE: a Kinetic Weapon, a Computer Virus, a Plasma Capacitor, and Lucky Charm. -
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I've got a few questions regarding procs and henchmen...
- If I equipped my Assault Bot with the Chance for +recharge what would happen?
- In my mercs mastermind I'm stuck between two choices for my Spec Ops, either get 8% more damage or equip them with the Dark Watcher recharge slow, which is more worth it?
- Does the resistance and defense procs give the henchman you assign it to the bonus? I saw somewhere that it functions like an aura but idk which is true.
- Which tier of pets should get the Chance for negative damage in Mercs.
- What triggers the chance for build up proc when equipped?
- Does every attack a pet make give a chance to proc in regards to interface?
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So when I first started making this build I thought I knew what I was doing... but several revisions later and I'm not so sure. Could some vet blasters give me advice on this set-up?
Hero Plan by Mids' Hero Designer 1.942
http://www.cohplanner.com/
Click this DataLink to open the build!
Sentinel F13: Level 50 Natural Blaster
Primary Power Set: Assault Rifle
Secondary Power Set: Devices
Power Pool: Leaping
Power Pool: Fighting
Ancillary Pool: Munitions Mastery
Hero Profile:
Level 1: Burst- (A) Decimation - Chance of Build Up
- (3) Thunderstrike - Damage/Endurance/Recharge
- (3) Thunderstrike - Accuracy/Damage/Recharge
- (5) Devastation - Accuracy/Damage/Endurance/Recharge
- (5) Thunderstrike - Damage/Recharge
- (7) Thunderstrike - Accuracy/Damage/Endurance
- (A) Empty
- (A) Apocalypse - Damage
- (7) Apocalypse - Damage/Recharge
- (9) Apocalypse - Accuracy/Damage/Recharge
- (9) Apocalypse - Accuracy/Recharge
- (11) Apocalypse - Damage/Endurance
- (A) Air Burst - Damage/Endurance
- (11) Detonation - Damage/Endurance
- (21) Positron's Blast - Damage/Endurance
- (39) Air Burst - Damage/Range
- (39) Detonation - Damage/Endurance/Range
- (40) Positron's Blast - Damage/Range
- (A) Stupefy - Chance of Knockback
- (42) Absolute Amazement - Chance for ToHit Debuff
- (43) Absolute Amazement - Stun
- (43) Absolute Amazement - Stun/Recharge
- (43) Absolute Amazement - Accuracy/Stun/Recharge
- (A) Force Feedback - Damage/Knockback
- (23) Force Feedback - Damage/Endurance/Knockback
- (23) Kinetic Crash - Damage/Knockback
- (25) Kinetic Crash - Damage/Endurance/Knockback
- (27) Kinetic Crash - Accuracy/Damage/Knockback
- (27) Force Feedback - Accuracy/Knockback
- (A) Stupefy - Chance of Knockback
- (40) Absolute Amazement - Endurance/Stun
- (40) Stupefy - Endurance/Stun
- (42) Stupefy - Accuracy/Endurance
- (42) Stupefy - Stun/Range
- (A) Gaussian's Synchronized Fire-Control - Chance for Build Up
- (13) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance
- (13) Gaussian's Synchronized Fire-Control - To Hit Buff
- (A) Extreme Measures - Damage/Interrupt/Recharge
- (15) Sting of the Manticore - Damage/Interrupt/Recharge
- (15) Sting of the Manticore - Damage/Endurance/Recharge
- (17) Extreme Measures - Damage/Endurance/Recharge
- (17) Sting of the Manticore - Accuracy/Damage
- (19) Sting of the Manticore - Damage/Endurance
- (A) Dark Watcher's Despair - Chance for Recharge Slow
- (19) Deflated Ego - Chance for Recovery Debuff
- (21) To Hit Debuff IO
- (A) Empty
- (A) Empty
- (A) Empty
- (A) Resist Damage IO
- (25) Resist Damage IO
- (A) Empty
- (A) Positron's Blast - Damage/Endurance
- (29) Positron's Blast - Damage/Recharge
- (29) Positron's Blast - Accuracy/Damage/Endurance
- (37) Detonation - Damage/Endurance
- (37) Detonation - Damage/Recharge
- (39) Detonation - Accuracy/Damage/Endurance
- (A) Fury of the Gladiator - Chance for Res Debuff
- (31) Fury of the Gladiator - Damage/Recharge
- (31) Fury of the Gladiator - Damage/Endurance/Recharge
- (31) Fury of the Gladiator - Accuracy/Damage/End/Rech
- (34) Fury of the Gladiator - Accuracy/Damage
- (A) Ragnarok - Accuracy/Recharge
- (33) Ragnarok - Chance for Knockdown
- (33) Ragnarok - Accuracy/Damage/Recharge
- (33) Ragnarok - Damage/Recharge
- (34) Ragnarok - Damage/Endurance
- (34) Ragnarok - Damage
- (A) Armageddon - Damage
- (36) Armageddon - Damage/Recharge
- (36) Armageddon - Accuracy/Damage/Recharge
- (36) Armageddon - Accuracy/Recharge
- (37) Armageddon - Chance for Fire Damage
- (A) Defense Buff IO
- (A) Essence of Curare - Accuracy/Hold/Recharge
- (45) Essence of Curare - Accuracy/Recharge
- (45) Essence of Curare - Endurance/Hold
- (45) Essence of Curare - Accuracy/Hold
- (A) Recharge Reduction IO
- (46) Recharge Reduction IO
- (A) Javelin Volley - Damage/Recharge
- (48) Javelin Volley - Damage/Endurance/Recharge
- (48) Javelin Volley - Accuracy/Damage/End/Rech
- (48) Interrupt Reduction IO
- (50) Positron's Blast - Damage/Recharge
- (50) Positron's Blast - Chance of Damage(Energy)
- (A) Resist Damage IO
- (50) Resist Damage IO
Level 1: Brawl- (A) Empty
Level 1: Sprint- (A) Unbounded Leap - +Stealth
- (A) Empty
Level 2: Swift- (A) Empty
- (A) Healing IO
- (46) Healing IO
- (A) Empty
- (A) Endurance Modification IO
- (46) Endurance Modification IO
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Quote:Just imagine the doctor's reactions after you hit the medical teleporter...While we're proposing touches of realism concerning the helicopters, let's have characters that jump, fly, or fall into the rotors get shredded. Hit fly without looking up? BZZT! Red mist!
Nurse: "We have another incoming hero doctor!"
Doctor: "Alright stations ever-
(A chopped up pile of bloody meat pops up in the teleporter)
Doctor: "...ah, NEVERMIND. Another guy wasn't watching where he flew. Call the coroner and we'll see if he can make heads or tails of this." -
I can give the full six slots to all three powers. The character was going to be focused on confusion as his main weapon so I can devote as much slots and inf as needed to the confuse powers.
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I just finished the build of my first MM today and I had a few questions...
- If I slot a chance for recharge slow in Spec Ops, do both of the soldiers have a chance to stack two of them on the same target?
- Is detonator good for mercs?
- Should I get gravitic or reactive for interface?
- and finally, how good can the Medic's healing abilities get?
Villain Plan by Mids' Villain Designer 1.942
http://www.cohplanner.com/
Click this DataLink to open the build!
Captain Hawk-Eye: Level 50 Natural Mastermind
Primary Power Set: Mercenaries
Secondary Power Set: Traps
Power Pool: Flight
Power Pool: Medicine
Power Pool: Leadership
Power Pool: Speed
Ancillary Pool: Charge Mastery
Villain Profile:
Level 1: Soldiers- (A) Sovereign Right - Resistance Bonus: Level 50
- (5) Sovereign Right - Accuracy/Damage: Level 50
- (5) Blood Mandate - Accuracy/Damage: Level 50
- (7) Sovereign Right - Accuracy/Damage/Endurance: Level 50
- (7) Blood Mandate - Accuracy/Damage/Endurance: Level 50
- (9) Blood Mandate - Damage: Level 50
- (A) Gravitational Anchor - Chance for Hold: Level 50
- (3) Gravitational Anchor - Immobilize: Level 50
- (3) Gravitational Anchor - Immobilize/Endurance: Level 50
- (A) Endurance Reduction IO: Level 50
- (50) Damage Increase IO: Level 50
- (A) Ragnarok - Accuracy/Recharge: Level 50
- (13) Ragnarok - Accuracy/Damage/Recharge: Level 50
- (13) Ragnarok - Chance for Knockdown: Level 50
- (15) Ragnarok - Damage/Recharge: Level 50
- (15) Ragnarok - Damage/Endurance: Level 50
- (17) Ragnarok - Damage: Level 50
- (A) Endurance Reduction IO: Level 50
- (A) Defense Buff IO: Level 50
- (A) Endurance Reduction IO: Level 50
- (A) Numina's Convalescence - Heal: Level 50
- (17) Doctored Wounds - Heal: Level 50
- (19) Numina's Convalescence - Heal/Recharge: Level 50
- (19) Doctored Wounds - Heal/Recharge: Level 50
- (21) Doctored Wounds - Recharge: Level 50
- (21) Panacea - +Hit Points/Endurance: Level 50
- (A) Achilles' Heel - Chance for Res Debuff: Level 20
- (23) Undermined Defenses - Recharge: Level 50
- (23) Undermined Defenses - Defense Debuff/Recharge: Level 50
- (25) Touch of Lady Grey - Defense Debuff/Recharge: Level 50
- (25) Touch of Lady Grey - Defense Debuff/Recharge/Endurance: Level 50
- (27) Touch of Lady Grey - Recharge/Endurance: Level 50
- (A) Edict of the Master - Defense Bonus: Level 40
- (27) Blood Mandate - Accuracy/Damage/Endurance: Level 50
- (29) Blood Mandate - Accuracy/Damage: Level 50
- (29) Sovereign Right - Accuracy/Damage: Level 50
- (31) Dark Watcher's Despair - Chance for Recharge Slow: Level 50
- (31) Sovereign Right - Accuracy/Damage/Endurance: Level 50
- (A) Luck of the Gambler - Recharge Speed: Level 50
- (31) Luck of the Gambler - Defense: Level 50
- (33) Luck of the Gambler - Defense/Endurance: Level 50
- (A) Doctored Wounds - Heal/Recharge: Level 50
- (33) Doctored Wounds - Heal: Level 50
- (34) Doctored Wounds - Recharge: Level 50
- (34) Doctored Wounds - Heal/Endurance/Recharge: Level 50
- (34) Doctored Wounds - Heal/Endurance: Level 50
- (36) Numina's Convalescence - Heal/Recharge: Level 50
- (A) Recharge Reduction IO: Level 50
- (A) Luck of the Gambler - Recharge Speed: Level 50
- (33) Red Fortune - Defense/Endurance: Level 50
- (36) Red Fortune - Endurance: Level 50
- (36) Red Fortune - Defense: Level 50
- (37) Red Fortune - Defense/Endurance/Recharge: Level 50
- (50) Red Fortune - Endurance/Recharge: Level 50
- (A) Endurance Reduction IO: Level 50
- (A) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance: Level 50
- (37) Adjusted Targeting - To Hit Buff: Level 50
- (A) Soulbound Allegiance - Damage/Endurance: Level 50
- (37) Soulbound Allegiance - Accuracy/Damage/Recharge: Level 50
- (39) Soulbound Allegiance - Chance for Build Up: Level 50
- (39) Sovereign Right - Accuracy/Damage: Level 50
- (39) Sovereign Right - Accuracy/Damage/Endurance: Level 50
- (40) Sovereign Right - Accuracy/Endurance: Level 50
- (A) Endurance Reduction IO: Level 50
- (A) Unbreakable Constraint - Hold: Level 50
- (40) Unbreakable Constraint - Hold/Recharge: Level 50
- (40) Unbreakable Constraint - Accuracy/Hold/Recharge: Level 50
- (42) Unbreakable Constraint - Endurance/Hold: Level 50
- (42) Unbreakable Constraint - Accuracy/Recharge: Level 50
- (42) Lockdown - Chance for +2 Mag Hold: Level 50
- (A) Absolute Amazement - Stun: Level 50
- (43) Absolute Amazement - Stun/Recharge: Level 50
- (43) Absolute Amazement - Accuracy/Stun/Recharge: Level 50
- (43) Absolute Amazement - Accuracy/Recharge: Level 50
- (45) Absolute Amazement - Chance for ToHit Debuff: Level 50
- (45) Stupefy - Chance of Knockback: Level 50
- (A) Armageddon - Damage: Level 50
- (45) Armageddon - Damage/Recharge: Level 50
- (46) Armageddon - Accuracy/Damage/Recharge: Level 50
- (46) Armageddon - Damage/Endurance: Level 50
- (46) Armageddon - Chance for Fire Damage: Level 50
- (A) Recharge Reduction IO: Level 50
- (48) Recharge Reduction IO: Level 50
- (A) Basilisk's Gaze - Recharge/Hold: Level 30
- (48) Basilisk's Gaze - Accuracy/Hold: Level 30
- (48) Basilisk's Gaze - Endurance/Recharge/Hold: Level 30
- (50) Basilisk's Gaze - Accuracy/Endurance/Recharge/Hold: Level 30
- (A) Luck of the Gambler - Recharge Speed: Level 50
Level 50: Gravitic Core Flawless Interface
Level 50: Barrier Core Epiphany
Level 50: Pyronic Radial Final Judgement
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Level 1: Brawl- (A) Empty
- (A) Empty
Level 2: Rest- (A) Empty
Level 2: Swift- (A) Empty
- (A) Healing IO: Level 50
- (9) Numina's Convalescence - Heal: Level 50
- (A) Empty
- (A) Endurance Modification IO: Level 50
- (11) Performance Shifter - Chance for +End: Level 50
- (11) Performance Shifter - EndMod: Level 50
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When I first posted this thread, it was in the wrong section of the forums so I'm reposting it now.
So after browsing the Improving Mercenaries thread (http://boards.cityofheroes.com/showthread.php?t=183743) I looked at some of the ideas being tossed around. The one that struck me the most was the idea of using DP's ammo change as a replacement to that god awful power Serum. I can't remember who made the original suggestion (whoever did feel free to chime in), but I thought I would refine the idea a little bit.
The Power
Ammo Upgrade - Ranged, Enhance Mercenary HenchmenYou give one of your mercenary henchmen access to potent and exotic ammo and a little extra protection. Your soldiers will gain armor piercing ammo, medics will gain chemical ammo, Spec Ops cryo ammo, and the Commando incendiary ammo.
The power essentially functions as a T1.5 equip henchman. It is a single target upgrade on a two minute timer (can be reduced). It adds a minor 7% extra lethal and smashing resistance (the visual effect is a pair of sholder pads on all types of henchmen similar to the ones on Malta Tac Ops.) and a new gun.
Soldiers - All Soldier burst attacks (excluding full auto for obvious reasons) can hit one extra target, functioning like Piercing Rounds. The soldiers gain a Council Assault Rifle as their weapon.
Medic - the Medic gains chemical rounds that change his burst and heavy burst to 80 Lethal/20 Toxic. the Rounds have a chance to lower the enemy's damage. The medic gains the modified CAR that SWAT Equalizers have.
Spec Ops - Spec Ops snipe, burst, and heavy burst all become 80/20 lethal and cold. The attacks have the regular cold debuff associated with cryo ammo. Spec Ops gain the sniper rifle version of the CAR (you can see it on display in the Quartermaster's counter in the DPO).
Commando - Burst, Full Auto, and Slug now deal 75/25 lethal and fire and have a chance to set the enemy on fire. The commando's weapon stays the same since I couldn't find an existing gun similar to it in game to use.
Overall
This change would allow mercenaries to be a much more flexible powerset and focus on quality over quantity. Giving a third upgrade power helps the powerset to be unique compared to other powersets.
The reasoning for the low secondary damage numbers is that Mercs is a lethal set, I wanted to keep the powerset focused on that with the secondary damage types making up for the fact lethal damage is on of the most heavily resisted damage types in the game. The reason behind the two minute timer and single target upgrade is to force the player to choose what damage types and debuffs they need the most. It keeps the ability from being used to instantly equip your entire squad with powerful debuffs. That being said, you CAN equip the entire squad and if you play your build right, say lots of recharge reduction + Hasten, you could equip the squad fairly quickly.
The extra smashing/lethal protection gives your merc pets a little more protection, since they tend to be a bit squishy (at least from what I've seen). -
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So I've decided to make a dominator with Confuse, Mass Confusion, and World of Confusion. The one problem? I can't decide which one of these powers to put the Contagious Confusion proc into.
All of them seem like good choices but I've never played a Dominator or Controller so I'm not sure. Anybody got some advice for me? -
I'd Love to see some new EATs. The PPD one I find the most interesting. I would skip over the psi cops since that would wind up being a copy of the fortunas. Storyline wise it would be AWSOME to see crime fighting from the PPD's point of view, how officers deal with problems on a daily basis.
Offensive:
Officer Training- It could have moves that the PPD use like how cops have the Riot baton accolade or the Heavy Pistol power. Probably a Control/Assault set. The control fits nicely with the police's non-lethal takedowns.
- It would also be the start of your police career, you would be a beat cop dealing with groups like the Hellions and the Trolls and goes to a detective dealing with groups like the Council and the Family.
- At 20 you would pick between operating a Hardsuit or joining the SWAT.
- Harsuits would be focused on resistance protection and AoE death dealing. We should get access to the Shell's chainguns along with missiles and energy based moves. Something like a Blast/Defense set.
- Storywise, Hardsuits would be the guys who go after supervillains. You would begin fighting enemy groups for the PPD and around level 40, you get accepted into the US Army. This would help explain why PPD hardsuits are fighting in places like the Shadow Shard or Praetoria.
- SWAT attacks would be single target and debuff/buff heavy. Since SWAT units work as a team they should be giving team bonuses. I'd say their sets would have attacks would be assault rifle moves with a few NPC moves like flashbang mixed in. Something like Assault/Buff/Debuff.
- Their storyline would be similar to the hardsuits but join the Marines instead and has more emphasis on fighting enemy groups as a whole and not just their most wanted members.
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So after looking at all Pet options, none of them fit with my character (drones did but they're butt ugly to look at). I also noticed something else. Most of the lore pets come from level 50 groups. If I'm correct then where is the others like Malta or the Council?
I vote that the next pets added are Malta, Council, Resistance, and Crey.
Discuss. -
Thanks for the replies guys. I'm thinking I should give the Disruptor's concept a look over. Perhaps a debuff/confuse based controller? I'll work out the kinks later.
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Quote:Its not set to don't auto and I intended it to spawn in mobs. Too powerful then?A little iffy about the Repulsion Field unless that boss is set to Don't Auto Spawn. The reason is the stacking that will happen if multiples are in the same spawn or two spawns are next to each other. Granted, some melee players can resist the KB and repel effects but it can be problematic.
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So I have been working on a custom group for a while and I decided to try something different. Most groups you fight in game in a group, the bosses will be the ones putting up the fight. The minions get shoved to the side by AoEs and leutenants have somewhat of a hard time keeping up. I decided to make an enemy group where the minions and leutenants are the primary fighters while the various bosses act as specialist or support soldiers. With that in mind, would these two bosses make a mob too hard to fight?
Armifer Thrower: Meant to toss around players, keeping them off their feet while min/leu whail on them.
Attacks
- Wormhole
- Force Bolt
- Repulsion Bomb
- Repulsion Field
- Lift
Armifer Distruptor: Centered around using confusion against players.
Attacks
- Confuse
- Mass Confusion
- Deceive
- Blind
I'd also like people's opinions on the idea as a whole and any suggestions for other specialist bosses. -
And heres the new build, I just started from scratch and once again, didn't pay attention to what level the powers were placed at (Not that it matters). Tell me what you think.
Hero Plan by Mids' Hero Designer 1.942
http://www.cohplanner.com/
Click this DataLink to open the build!
Captain Hawk-Eye: Level 50 Natural Mastermind
Primary Power Set: Mercenaries
Secondary Power Set: Traps
Power Pool: Flight
Power Pool: Medicine
Power Pool: Leadership
Power Pool: Speed
Ancillary Pool: Charge Mastery
Hero Profile:
Level 1: Burst- (A) Damage Increase IO: Level 50
- (A) Trap of the Hunter - Accuracy/Immobilize/Recharge: Level 50
- (3) Trap of the Hunter - Immobilize/Accuracy: Level 50
- (3) Trap of the Hunter - Endurance/Immobilize: Level 50
- (5) Trap of the Hunter - Accuracy/Endurance: Level 50
- (A) Blood Mandate - Accuracy/Damage: Level 50
- (5) Blood Mandate - Damage: Level 50
- (7) Blood Mandate - Accuracy: Level 50
- (7) Sovereign Right - Resistance Bonus: Level 50
- (9) Healing IO: Level 50
- (9) Achilles' Heel - Chance for Res Debuff: Level 20
- (A) Ragnarok - Accuracy/Recharge: Level 50
- (15) Ragnarok - Accuracy/Damage/Recharge: Level 50
- (17) Ragnarok - Chance for Knockdown: Level 50
- (17) Ragnarok - Damage/Recharge: Level 50
- (19) Ragnarok - Damage: Level 50
- (19) Ragnarok - Damage/Endurance: Level 50
- (A) Endurance Reduction IO: Level 50
- (A) Karma - Knockback Protection: Level 30
- (A) Endurance Reduction IO: Level 50
- (A) Panacea - +Hit Points/Endurance: Level 50
- (21) Numina's Convalescence - Heal/Recharge: Level 50
- (21) Numina's Convalescence - Heal/Endurance/Recharge: Level 50
- (23) Numina's Convalescence - Heal: Level 50
- (23) Numina's Convalescence - Endurance/Recharge: Level 50
- (25) Doctored Wounds - Heal/Recharge: Level 50
- (A) Achilles' Heel - Chance for Res Debuff: Level 20
- (25) Analyze Weakness - Accuracy/Recharge: Level 50
- (27) Analyze Weakness - Accuracy/Endurance/Recharge: Level 50
- (27) Analyze Weakness - Accuracy/Defense Debuff: Level 50
- (29) Undermined Defenses - Defense Debuff/Recharge/Endurance: Level 50
- (29) Undermined Defenses - Defense Debuff/Recharge: Level 50
- (A) Edict of the Master - Defense Bonus: Level 40
- (31) Achilles' Heel - Chance for Res Debuff: Level 20
- (31) Deflated Ego - Chance for Recovery Debuff: Level 20
- (31) Dark Watcher's Despair - Chance for Recharge Slow: Level 50
- (33) Sovereign Right - Accuracy/Damage: Level 50
- (33) Blood Mandate - Accuracy/Damage: Level 50
- (A) Luck of the Gambler - Defense/Endurance: Level 50
- (33) Luck of the Gambler - Recharge Speed: Level 50
- (34) Luck of the Gambler - Defense/Recharge: Level 50
- (34) Luck of the Gambler - Endurance/Recharge: Level 50
- (34) Luck of the Gambler - Defense: Level 50
- (36) Luck of the Gambler - Defense/Endurance/Recharge: Level 50
- (A) Numina's Convalescence - Heal/Endurance/Recharge: Level 50
- (36) Numina's Convalescence - Endurance/Recharge: Level 50
- (36) Numina's Convalescence - Heal/Recharge: Level 50
- (37) Numina's Convalescence - Heal: Level 50
- (37) Doctored Wounds - Recharge: Level 50
- (37) Doctored Wounds - Heal/Endurance: Level 50
- (A) Recharge Reduction IO: Level 50
- (A) Luck of the Gambler - Defense/Endurance: Level 50
- (39) Luck of the Gambler - Defense/Endurance/Recharge: Level 50
- (39) Luck of the Gambler - Defense: Level 50
- (50) Luck of the Gambler - Recharge Speed: Level 50
- (A) Endurance Reduction IO: Level 50
- (A) Adjusted Targeting - To Hit Buff/Endurance: Level 50
- (39) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance: Level 50
- (A) Soulbound Allegiance - Damage/Endurance: Level 50
- (40) Soulbound Allegiance - Accuracy/Damage/Recharge: Level 50
- (40) Soulbound Allegiance - Chance for Build Up: Level 50
- (40) Sovereign Right - Accuracy/Damage: Level 50
- (42) Sovereign Right - Accuracy/Damage/Endurance: Level 50
- (42) Sovereign Right - Accuracy/Endurance: Level 50
- (A) Endurance Reduction IO: Level 50
- (A) Lockdown - Recharge/Hold: Level 50
- (42) Lockdown - Endurance/Recharge/Hold: Level 50
- (43) Basilisk's Gaze - Recharge/Hold: Level 30
- (43) Basilisk's Gaze - Endurance/Recharge/Hold: Level 30
- (A) Stupefy - Chance of Knockback: Level 50
- (43) Stupefy - Accuracy/Recharge: Level 50
- (45) Dark Watcher's Despair - Chance for Recharge Slow: Level 50
- (45) Absolute Amazement - Chance for ToHit Debuff: Level 50
- (45) Absolute Amazement - Accuracy/Recharge: Level 50
- (46) Absolute Amazement - Accuracy/Stun/Recharge: Level 50
- (A) Armageddon - Accuracy/Damage/Recharge: Level 50
- (46) Armageddon - Accuracy/Recharge: Level 50
- (46) Fury of the Gladiator - Accuracy/Damage: Level 50
- (48) Armageddon - Chance for Fire Damage: Level 50
- (A) Recharge Reduction IO: Level 50
- (A) Lockdown - Accuracy/Hold: Level 50
- (48) Lockdown - Recharge/Hold: Level 50
- (48) Lockdown - Endurance/Recharge/Hold: Level 50
- (50) Lockdown - Accuracy/Endurance/Recharge/Hold: Level 50
- (A) Energy Manipulator - Chance to Stun: Level 20
- (50) Performance Shifter - EndMod: Level 50
Level 50: Diamagnetic Core Flawless Interface
Level 50: Rebirth Radial Epiphany
------------
Level 1: Brawl- (A) Empty
- (A) Empty
Level 2: Rest- (A) Empty
Level 2: Swift- (A) Empty
- (A) Numina's Convalescence - +Regeneration/+Recovery: Level 50
- (11) Numina's Convalescence - Heal: Level 50
- (11) Miracle - +Recovery: Level 40
- (13) Miracle - Heal: Level 40
- (A) Empty
- (A) Endurance Modification IO: Level 50
- (13) Performance Shifter - Chance for +End: Level 50
- (15) Performance Shifter - EndMod: Level 50